/* glsl_main.c GLSL rendering Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/23 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #define NH_DEFINE #include "namehack.h" #ifdef HAVE_STRING_H # include "string.h" #endif #ifdef HAVE_STRINGS_H # include "strings.h" #endif #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/image.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_alias.h" #include "QF/GLSL/qf_bsp.h" #include "QF/GLSL/qf_iqm.h" #include "QF/GLSL/qf_lightmap.h" #include "QF/GLSL/qf_textures.h" #include "mod_internal.h" #include "r_internal.h" #include "vid_gl.h" mat4_t glsl_projection; mat4_t glsl_view; void glsl_R_ViewChanged (float aspect) { double xmin, xmax, ymin, ymax; float fovx, fovy, neard, fard; vec_t *proj = glsl_projection; fovx = r_refdef.fov_x; fovy = r_refdef.fov_y; neard = r_nearclip->value; fard = r_farclip->value; ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2 ymin = -ymax; xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2 xmin = -xmax; proj[0] = (2 * neard) / (xmax - xmin); proj[4] = 0; proj[8] = (xmax + xmin) / (xmax - xmin); proj[12] = 0; proj[1] = 0; proj[5] = (2 * neard) / (ymax - ymin); proj[9] = (ymax + ymin) / (ymax - ymin); proj[13] = 0; proj[2] = 0; proj[6] = 0; proj[10] = (fard + neard) / (neard - fard); proj[14] = (2 * fard * neard) / (neard - fard); proj[3] = 0; proj[7] = 0; proj[11] = -1; proj[15] = 0; } void glsl_R_SetupFrame (void) { R_AnimateLight (); R_ClearEnts (); r_framecount++; VectorCopy (r_refdef.vieworg, r_origin); AngleVectors (r_refdef.viewangles, vpn, vright, vup); R_SetFrustum (); r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model); } static void R_SetupView (void) { float x, y, w, h; mat4_t mat; static mat4_t z_up = { 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }; x = r_refdef.vrect.x; y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)); w = r_refdef.vrect.width; h = r_refdef.vrect.height; qfeglViewport (x, y, w, h); Mat4Zero (mat); VectorCopy (vpn, mat + 0); VectorNegate (vright, mat + 4); // we want vleft VectorCopy (vup, mat + 8); mat[15] = 1; Mat4Transpose (mat, mat);//AngleVectors gives the transpose of what we want Mat4Mult (z_up, mat, glsl_view); Mat4Identity (mat); VectorNegate (r_refdef.vieworg, mat + 12); Mat4Mult (glsl_view, mat, glsl_view); qfeglEnable (GL_CULL_FACE); qfeglEnable (GL_DEPTH_TEST); } static void R_RenderEntities (void) { entity_t *ent; int begun; if (!r_drawentities->int_val) return; #define RE_LOOP(type_name, Type) \ do { \ begun = 0; \ for (ent = r_ent_queue; ent; ent = ent->next) { \ if (ent->model->type != mod_##type_name) \ continue; \ if (!begun) { \ glsl_R_##Type##Begin (); \ begun = 1; \ } \ currententity = ent; \ glsl_R_Draw##Type (); \ } \ if (begun) \ glsl_R_##Type##End (); \ } while (0) RE_LOOP (alias, Alias); RE_LOOP (iqm, IQM); RE_LOOP (sprite, Sprite); } static void R_DrawViewModel (void) { currententity = vr_data.view_model; if (vr_data.inhibit_viewmodel || !r_drawviewmodel->int_val || !r_drawentities->int_val || !currententity->model) return; // hack the depth range to prevent view model from poking into walls qfeglDepthRangef (0, 0.3); glsl_R_AliasBegin (); glsl_R_DrawAlias (); glsl_R_AliasEnd (); qfeglDepthRangef (0, 1); } void glsl_R_RenderView (void) { double t[10] = {}; int speeds = r_speeds->int_val; if (speeds) t[0] = Sys_DoubleTime (); glsl_R_SetupFrame (); R_SetupView (); if (speeds) t[1] = Sys_DoubleTime (); R_MarkLeaves (); if (speeds) t[2] = Sys_DoubleTime (); R_PushDlights (vec3_origin); if (speeds) t[3] = Sys_DoubleTime (); glsl_R_DrawWorld (); if (speeds) t[4] = Sys_DoubleTime (); glsl_R_DrawSky (); if (speeds) t[5] = Sys_DoubleTime (); R_RenderEntities (); if (speeds) t[6] = Sys_DoubleTime (); glsl_R_DrawWaterSurfaces (); if (speeds) t[7] = Sys_DoubleTime (); glsl_R_DrawParticles (); if (speeds) t[8] = Sys_DoubleTime (); R_DrawViewModel (); if (speeds) t[9] = Sys_DoubleTime (); if (speeds) { Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g," " sky: %g, ents: %g, water: %g, part: %g, view: %g\n", (t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000, (t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000, (t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000, (t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000, (t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000); } } void glsl_R_Init (void) { Cmd_AddCommand ("pointfile", glsl_R_ReadPointFile_f, "Load a pointfile to determine map leaks."); Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f, "Test the current refresh rate for the current location."); R_Init_Cvars (); glsl_R_Particles_Init_Cvars (); glsl_Draw_Init (); SCR_Init (); glsl_R_InitBsp (); glsl_R_InitAlias (); glsl_R_InitIQM (); glsl_R_InitSprites (); glsl_R_InitParticles (); glsl_Fog_Init (); Skin_Init (); } void glsl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models) { int i; for (i = 0; i < 256; i++) d_lightstylevalue[i] = 264; // normal light value memset (&r_worldentity, 0, sizeof (r_worldentity)); r_worldentity.model = worldmodel; // Force a vis update r_viewleaf = NULL; R_MarkLeaves (); R_FreeAllEntities (); glsl_R_ClearParticles (); glsl_R_RegisterTextures (models, num_models); glsl_R_BuildLightmaps (models, num_models); glsl_R_BuildDisplayLists (models, num_models); } void glsl_R_LineGraph (int x, int y, int *h_vals, int count) { } void glsl_R_ClearState (void) { R_ClearEfrags (); R_ClearDlights (); glsl_R_ClearParticles (); } void glsl_R_TimeRefresh_f (void) { double start, stop, time; int i; glsl_ctx->end_rendering (); start = Sys_DoubleTime (); for (i = 0; i < 128; i++) { r_refdef.viewangles[1] = i * (360.0 / 128.0); glsl_R_RenderView (); glsl_ctx->end_rendering (); } stop = Sys_DoubleTime (); time = stop - start; Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time); }